Hi guys. I was surfing AN 2 files again and found some models which are not encrypted(I think). I am talking about some models which using format .msh instead of .msb but again, we need some kind of plugin to open this models. And msbtox can't convert it.

Maybe from this .msh file we can figure out how to export and import models to AquaNox? I mean, someone can figure, cause I am dumb at programming and math's stuff. And in these files maybe there is coordinates for UVmap.

So I tried to make a simple box(I edited coordinates in code, I didn't use any 3d programs) and put it in game. I replaced Strega's ship with this box. Yeah, it looks so small, cause I didn't know that it would be so small.

It works! But with some glitches...maybe cause I did it a little bit wrong. You can see this glitch on upper-left side of screen, on "lock on" menu.All polygons are in model, but some of them are flipped to other side.

It's not textured, cause I don't understand how to apply texture on a model using only code. And I don't understand some things in code, such as: "G","P0", "P1", "P2" under [Polygon] section. I think with this we can make custom models for ships and other stuff, but again we need someone who can write plugin to make models easily.

I remember Godgell and me replaced one of the multiplayer maps once in Aquanox once. I think we only got it working locally, not on a server, but that was a very long time ago, and I allmost certainly don't have the files anymore, sorry.

__________________Im alten und ältesten JJ Policeman

"Our age has stolen the fire from the gods;can we confine it to peaceful purposes before it consumes us?"- Henry Kissinger

I don't think I have any of the old files, but I can see if I can help you have any specific problems. You may have figured this out by now, but AN and AN2 load files from the filesystem before the .pak files, if you put the contents in the same directory as they are in the pak.

The heightmaps were a type of tif encoding that GIMP could make when I fiddled with the settings. There is a lua-script file to control each mission. It contains a lot of stuff that isn't immediately obvious, so I may have to look at one again, to recap.

/edit: I didn't know GodGell uploaded his stuff to ModDB, and I have just had a look at it. Very nice.

__________________Im alten und ältesten JJ Policeman

"Our age has stolen the fire from the gods;can we confine it to peaceful purposes before it consumes us?"- Henry Kissinger

Hi, Rikki. I tested my own heightmaps, it's working. Now I am curious about collusion files for models. Is there any way to edit them? Did GodGell try to edit these files? Cause I am thinking to write plugin for model exporting, but it would be good only for HUD models, for ships it would be useless without collusion editing.